Sports vs. Esports: Audience, Spending, and Consumption

Sports programming has long been a proven driver of consumer-paid services and a necessary component of entertainment packages. Yet demand for and consumption of sports content are changing. Esports is challenging the definition of sports programming, attracting new audiences and advertisers via new distribution paths. This research examines the changing consumption habits regarding sports in the U.S. market, assesses the esports viewer, measures uptake of sports-related content services, and identifies sports audience segments for both traditional and emerging sports.